Concerning X4

General discussions about X Rebirth.

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Ketraar
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Post by Ketraar » Wed, 19. Apr 17, 19:34

I sure hope not. X is NOT an RTS, even though RTS is my favourite genre, cramming different genres in one game of the likes of X is hardly going to work. As I said before, if you have a "tactical room" of sorts sure, but focus on the first person aspect and the economic simulation first, thanks.

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mr.WHO
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Post by mr.WHO » Wed, 19. Apr 17, 20:43

RTS interface will not make X4 the RTS game. There is plenty of games that use RTS interface but are not - like RPG, MOBA, Shooters.

The old Battlezone 2 was my favorite you command your base and forces via RTS interface and then hop in to FPP to take a walk as infantry or into your hover tank to go into battle.

RTS interface can only improve X4 experience, but will to takover it's soul core gameplay.

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Post by CommanderTM » Wed, 19. Apr 17, 21:51

linolafett wrote:
CommanderTM wrote: 1. Blueprints. It would be awesome if we could have blueprint dropdown at ship buy screen and refitting screen.

2. Ship count at final dialog on ship buying.
Both cases are taken care of :)
The loadout can be understood as a list of upgrades on a selected ship. These loadouts can be saved and edited and are avaliable every time you buy a ship.

EDIT: clarified loadout != blueprint
Thanks for the info. Good to know! Cant wait for the game.

And yeah, by blueprints i meant list of weapons, shields and missles and drones and stuff like that. Just like the XR.

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Post by Cucumber King » Wed, 19. Apr 17, 22:28

When you are at the stage of flying a capital ship you will manage a lot. Quickly zooming out into the in-game sector and selecting and commanding a group of ships will be faster and more intuitive than going over a 2D map + visually more appealing. It would also send a true signal as to how the game scales.

Late stage empires have always been juggling through menus, but at least in-sector this could be a lot easier. Large fleet combat in X games has always been more RTS like than anything. This could be further refined and explored in X4.

The X-Series would lend itself perfectly to combining first person with a tactial RTS view, giving players more choice. It would also be a differentiator when comparing it to games like Star Citizen, where RTS elements are infeasible.

X:Rebirth dodged the capital ship question by barring players from command. The answer however lies in creating a more fun, intuitive and streamlined command experience that rewards those who choose to have a squadron or fleet. Of course an empire builder with engagements over vast sectors could benefit from a modern tactical view that engages more than a 2D map.

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Post by BigBANGtheory » Wed, 19. Apr 17, 23:47

Ketraar wrote:I sure hope not. X is NOT an RTS, even though RTS is my favourite genre, cramming different genres in one game of the likes of X is hardly going to work. As I said before, if you have a "tactical room" of sorts sure, but focus on the first person aspect and the economic simulation first, thanks.
Ketraar is correct in his appraisal imho, X Universe needs to encorporate and integrate RTS elements not become an RTS genre focused game. To do so would compromise the space sim. I think Egosoft understand this and have us covered... The key to all this is to remember that since X3 we have had RTS gameplay in the later game stages all we are really saying is support that gameplay and UX properly and in a way that makes sense.

The way I think of it is allowing the player to expand and be supported by the game mechanics in that expansion. So Space Sim is very much dominant at the start and mid game phases with more tactical and strategic elements coming in later and by player choice. The killer feature imho is to create an environment is which the players economic success in the space sim allows them to expand... so economy can still be the root and key to X Universe it is the motive and justification for choice in the later stages based upon your success. It maybe for example that you do not build you own fleet and manage it yourself rather you buy it in as a service from a faction.

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Post by mr.WHO » Thu, 20. Apr 17, 17:29

linolafett wrote:
CommanderTM wrote: 1. Blueprints. It would be awesome if we could have blueprint dropdown at ship buy screen and refitting screen.

2. Ship count at final dialog on ship buying.
Both cases are taken care of :)
The loadout can be understood as a list of upgrades on a selected ship. These loadouts can be saved and edited and are avaliable every time you buy a ship.

EDIT: clarified loadout != blueprint
Blueprint/loadout in X4 is a great news, but what about crew recruitment/management? This one is a nightmare in XR late games.
I'd love to include crew of specific skills to the blueprint even if it would mean I would have to pay more for crew than in classic recruitment.

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Post by linolafett » Fri, 21. Apr 17, 10:27

Crew management will be changed compared to rebirth. Its still to early to be able to say a lot about it. Stuff will still still change.
It wount be as tedious as it was in xr.
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Post by CommanderTM » Fri, 21. Apr 17, 20:03

linolafett wrote:Crew management will be changed compared to rebirth. Its still to early to be able to say a lot about it. Stuff will still still change.
It wount be as tedious as it was in xr.
Good news just keep coming :) Nice... Any more improvements you could tell us that we have not asked about? :roll:

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Post by linolafett » Mon, 24. Apr 17, 14:39

I try to not reveal everything at once.
If is see a thing where i can say somethething, ill try to. I many cases i have to just watch you speculate, as features are not fully fleshed out/defined and talking about this stuff will probably end badly for me ;)
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Post by Lord Crc » Mon, 24. Apr 17, 19:40

Hopefully you'll finally fix managers actually managing.

Sending a L-class freighter with 217 food rations from a production station filled to the brim to a target station that has a buy offer for several thousand food rations is just infuriating to watch.

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Post by sd_jasper » Tue, 25. Apr 17, 00:28

As someone who has worked as a designer for a couple of large game studios, I still don't get the secrecy surrounding game development. Sure there is something to be said about marketing momentum, and managing expectations (especially with the amount of content and features that any game has cut).

But on the other hand, many games are now developed very openly, and I think that has added to the fan commitment of those games. Look at Minecraft which basically set the model for "early access" before that was a thing. Many of the key features that game has today were created based on user feedback. IMO, Minecraft owes much of its success to the fans that help shape it.

Now, I know that X fans don't all agree... to put it mildly. But, I think that a more open development environment can help the set player expectations and build excitement for the next game.

P.S. I don't mean to imply that Ego is not one of the more open game developers, because I do think they are. I just feel that the whole industry is too far on the secretive side of the scale, and that all companies could do with more openness.

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